This results in a cycle, we need more sustain because their is too much burst, and we need more burst because there is just too much sustain.
I agree with this.
And I’ll also throw in that singleshot burst is heavily favored over rapidfire or shotguns, when it comes to Armor.
I think we’d be better off with
Armor
Replaced with a flat 20% damage resistence.
This contributes towards the 50% damage reduction cap.
Old Armor calculations may have made sense way back when the game launched, and rapidfire damage was actually quite strong. But we’ve reached a point in the game where that has flipped, and rapidfire is too weak.
I agree but the person I replied to thinks that sustained damage and burst damage simply defines what kills quicker even though thats not true.
the truth is that soldier wasnt only strong in tank metas though. he was also strong in and against dive and his burst potential was nowhere near as high as tracer or genji (who he had near equal pickrate as).
That was only when his healing ability actually came in handy, which is also why that week Soldier was banned he was being used. Teams were running Brig+Zen as their healer combo for dive, due to hero bans. Soldier’s biotic field came in handy because it allowed them to focus their slow healing on the tanks and Soldier could heal himself without needing to break away from the dive or compete with Tracer for packs. You also saw teams occassionally spot healing with him.
if you aren’t aware, the person that I was originally replying to made it clear that they were referring to burst damage/sustained damage (from heroes), not just bursting down a target. by even mentioning ashe (a damage hero) it makes it clear that they are talking about the damage sources. if they said that they were talking about bursting down from target focus then I wouldn’t have gone on for as long.
I would rather have AoE healing be balanced around Lucio and Single Target balanced around Mercy.
I would also like to point out that healing is not the only thing that contributes to “Effective HP”, which is something that is far more complex of an issue.
I think Surefour forget things like Widow body shot killing 200HP heroes with mercy boost. Or after Widow got nerfed, McCree 2 tapping people from across the map to the point Widow couldn’t be played.
Burst has always been king in OW. People are just infinitely better now than in closed beta.
you just gave an example where the utility he offers wasn’t worthless and the cause of it wasn’t other dps heroes. he has been played (even in recent time) when widow, mccree, or ashe could have been played instead which is enough to show that there are scenarios where his kit outweighs the other ranged hitscan.
infinite movement cd is unique and so is team healing.
If aoe healing was that impactful though that you basically lose if you don’t got aoe heals, Moira would be permanently meta instead of Ana, the single target healer who also can miss with her heals.
Even for aoe healers like brig, her armor pack is her most impactful heal despite it’s nerf, not her passive aoe aura. And it only ever starts to matter if your composition is made of brawly types and not comps that spread out more.
I’ve had a couple ideas to change healing a bit. Hate me if you will but they ironically address some of what you’re talking about…even if they don’t solve it
I’ve always wondered what if Brigg was a tank that provided very small area healing like 3/2/1 Hog’s gas area on a cooldown
Maybe that’s just me being greedy wanting another melee tank though
Moira could easily just turn off the pierce and adjust the healing from there. Notice how Mei and Moira got some problems with their pierce from their beams
And Bap has always been a bit braindead with his shoot at the floor playstyle. Found it odd with projectiles like junk mines dealing split AoE and impact damage, his healing didn’t split the area and impact healing.